/*
cutscene_action_wait();
*/
/*
cutscene_action_run();
*/
var cutscene_id, cutscene_character_id, cutscene_waittime;
cutscene_id = argument[0];
cutscene_character_id = argument[1];
cutscene_waittime = (argument[2] * room_speed);
cutscene_action_enqueue(cutscene_id,6,true,cutscene_character_id,cutscene_waittime,0);
